But when an item only appears when it can be used, where is the thinking for puzzles then? I will automatically know where I have to use which item. I always enjoyed it to figure out what I need to come forward. I think when items automatically only appear at situations where they can be used this will ruin a lot of immersion and plausibility. I hope this won't be so crazy.
(06-21-2015, 11:09 PM)Googolplex Wrote: [ -> ]But when an item only appears when it can be used, where is the thinking for puzzles then? I will automatically know where I have to use which item. I always enjoyed it to figure out what I need to come forward. I think when items automatically only appear at situations where they can be used this will ruin a lot of immersion and plausibility. I hope this won't be so crazy.
It won't appear THAT CLOSE. It will appear in the near area that you need to use it and not so close to the event trigger. You'll still have to think what to do with the item.
I will never understand your obsession with an inventory in a horror game.
Personally, I have no issues with SOMA lacking it.
OK, but is it possible to switch the item lighting off? It always kills the immersion for me when objects are obtrusive with their glowing effects waiting for me to get picked up.
I loved it when important items are indistinguishable to other useless trash in the environment so that you have to search for the correct object that may you help to came forward.
I'm certainly sure that there will be config files for you to edit to get your desired result, perhaps even options for such in-game.
In Amnesia was no way to remove the blue item aura light. You only could remove the glowing effect. I prefer an in-game option like in Penumbra series that completely turns off all lighting effects for items and objects. I also would gladly see an option for classic hand icons.
This is something FG should think about for the final version.